Thread: Game Mechanics: Proximity Aggro
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Old 02-11-2014, 06:32 PM
Nirgon Nirgon is offline
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Join Date: Jun 2011
Location: Ruins of Old Paineel
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Quote:
Originally Posted by Skydash [You must be logged in to view images. Log in or Register.]
I have a silly observation here that might be overlooked?
When you are rezzed into a group killing a mob, wouldn't you have Low HP agro?
Isn't that different then Proximity agro?
Sitting agro in the other example... different then proximity?
You would be rezzed next to mob and added by proximity aggro.

It would determine that you are low hp and assign that threat value, if the other players on its threat list were lower than that value... yes it would attack you.

Its kind of a combination of things, but the 2 proofs I listed of pulling Derakor with Malo and getting rezzed in near a freshly pulled hateful mob would solve it.

Undead, yes, behave like root aggro by attacking the closest thing. However, if multiple entities are in melee range of a "stupid" undead (aka not factioned frog), it will make a standard determination of which is/are pets or have the highest hate and go from there. Once there are no mobs in melee range, an unfactioned "stupid" undead will go for the highest threat target or "train" if a player gets in the way. Stupid undead mobs are a special case. If I have a 1/2 hp skeleton and am fleeing from it to the Neriak town front, it will train on a player. If I have a 1/2 hp factioned npc, and flee to the town front, it should only add entities (players and npcs) to its hate list along the way and not immediately train.

I think Nilbog and co are familiar with what I'm explaining here and what I mean.

If not, ask. I'm pretty certain upon reading back what I've gotten here + the 2 cases that are not true here atm we have something solid to implement.
Last edited by Nirgon; 02-11-2014 at 06:36 PM..
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